generated from Jaysyn/ModuleTemplate
101 lines
4.3 KiB
Plaintext
101 lines
4.3 KiB
Plaintext
////////////////////////////////////////////////////////////////////////////////
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// Axe of Unyielding Script //
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// 10% chance of decapitation, resulting in death //
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// (no saving throw) //
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// Copyright (c) 2003 Bioware Corp. //
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////////////////////////////////////////////////////////////////////////////////
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/*
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This is an example of how to use the
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new default module events for NWN to
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have all code concerning one item in
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a single file.
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Note that this system only works if
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the following scripts are set in your
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module events
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OnEquip - x2_mod_def_equ (or mi_zep_onequip)
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OnUnEquip - x2_mod_def_unequ
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OnAcquire - x2_mod_def_aqu
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OnUnAcqucire - x2_mod_def_unaqu
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OnActivate - x2_mod_def_act
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Created By: Georg Zoeller //
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// Created On: 2003-09-10 //
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// Modified By: Grimlar and Arikel Tolifen //
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// Modified On: July 2005 //
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////////////////////////////////////////////////////////////////////////////////
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#include "inc_utility"
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#include "x2_inc_switches"
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#include "prc_inc_spells"
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void main()
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{
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int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
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object oPC; //The player character using the item
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object oItem; //The item being used
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object oSpellOrigin; //The origin of the spell
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object oSpellTarget; //The target of the spell
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int iSpell; //The Spell ID number
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//Set the return value for the item event script
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// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
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// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
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int nResult = X2_EXECUTE_SCRIPT_END;
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switch (nEvent)
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{
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case X2_ITEM_EVENT_ONHITCAST:
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// * This code runs when the item has the 'OnHitCastSpell: Unique power' property
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// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
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// * Note that this event fires for non PC creatures as well.
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oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
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oPC = OBJECT_SELF; // The player triggering it
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oSpellOrigin = OBJECT_SELF ; // Where the spell came from
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oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
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//Your code goes here
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if (d100()<=10) //Roll percentile die. If <=10, apply effect.
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{
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effect eEffect = EffectDeath(); //Effect is death
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effect eVis = EffectVisualEffect(VFX_IMP_DEATH);//Visual Effect
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis,oSpellTarget);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oSpellTarget);
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}
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else
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{
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}
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break;
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case X2_ITEM_EVENT_EQUIP:
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// * This code runs when the item is equipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
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oItem = GetPCItemLastEquipped(); // The item that was equipped
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//Your code goes here
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if (GetAbilityScore(oPC, ABILITY_STRENGTH)>= 10) //Determines Minimum Str to wield or carry
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{
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}
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else
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{
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AssignCommand(oPC, ActionUnequipItem(GetObjectByTag("mi_1hdax01"))); //If unable to carry, unequips item
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AssignCommand(oPC, ActionSpeakString("I'm not strong enough to wield this!"));
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}
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break;
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}
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//Pass the return value back to the calling script
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SetExecutedScriptReturnValue(nResult);
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}
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